/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.1
 * 
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to install, execute and perform the Spine Runtimes
 * Software (the "Software") solely for internal use. Without the written
 * permission of Esoteric Software (typically granted by licensing Spine), you
 * may not (a) modify, translate, adapt or otherwise create derivative works,
 * improvements of the Software or develop new applications using the Software
 * or (b) remove, delete, alter or obscure any trademarks or any copyright,
 * trademark, patent or other intellectual property or proprietary rights
 * notices on or in the Software, including any copy thereof. Redistributions
 * in binary or source form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using Spine;

public class Goblins : MonoBehaviour {
	private bool girlSkin;
	private SkeletonAnimation skeletonAnimation;
	private Bone headBone;
	
	public void Start () {
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		headBone = skeletonAnimation.skeleton.FindBone("head");
		skeletonAnimation.UpdateLocal += UpdateLocal;
	}

	// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
	public void UpdateLocal (SkeletonRenderer skeletonRenderer) {
		headBone.Rotation += 15;
	}
	
	public void OnMouseDown () {
		skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
		skeletonAnimation.skeleton.SetSlotsToSetupPose();
		
		girlSkin = !girlSkin;
		
		if (girlSkin) {
			skeletonAnimation.skeleton.SetAttachment("right hand item", null);
			skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
		} else
			skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
	}
}
